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Process
There’s natural light in Process,
but it’s apparent that the plant is in the caves, so
any bright sources are sporadic and from high overhead. The
cave dwelling also makes the terrain very uneven, a mixture
of traversble (earth) and impassable (water, toxic waste,
etc.) areas. Connecting the passable and impassable areas
is a maze of metal catwalks of varying elevations. Many of
these catwalks are elevated, which help to bring a vertical
scale to Gears of War that has rarely been seen up to this
point. This allows accurate marksmen to excel in Process,
while the narrow catwalks, at the same time, seem to take
the edge away from the melee ballet.

One thing that everybody can benefit
from in Process, however, is the use of stealth tactics, as
quick movement on the metal grating of the walks is a telltale
sign that something evil is literally afoot. It’s also
safe to say that higher ground locations in Process, especially
those with heavy cover in the form of plant objects (flutes,
generators, pipes, etc.), are the best routes to victory.
The cover in Process may be a bit more open than most Gears’
maps, but the trade-off here is that you can find peep spots
through these lattice-like structures for stealthy shots.

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